using Content.Server.Stunnable.Systems;
namespace Content.Server.Stunnable.Components;
///
/// Adds stun when it collides with an entity
///
[RegisterComponent, Access(typeof(StunOnCollideSystem))]
public sealed partial class StunOnCollideComponent : Component
{
// TODO: Can probably predict this.
///
/// How long we are stunned for
///
[DataField]
public TimeSpan StunAmount;
///
/// How long we are knocked down for
///
[DataField]
public TimeSpan KnockdownAmount;
///
/// How long we are slowed down for
///
[DataField]
public TimeSpan SlowdownAmount;
///
/// Multiplier for a mob's walking speed
///
[DataField]
public float WalkSpeedModifier = 1f;
///
/// Multiplier for a mob's sprinting speed
///
[DataField]
public float SprintSpeedModifier = 1f;
///
/// Refresh Stun or Slowdown on hit
///
[DataField]
public bool Refresh = true;
///
/// Should the entity try and stand automatically after being knocked down?
///
[DataField]
public bool AutoStand = true;
///
/// Should the entity drop their items upon first being knocked down?
///
[DataField]
public bool Drop = true;
///
/// Fixture we track for the collision.
///
[DataField("fixture")] public string FixtureID = "projectile";
}